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James Maliszewski
James Maliszewski

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Dream-Quest: Death & Return

The Lands of Dream are indeed wondrous – but they can also be perilous. Yet death is not always the same for all who walk its roads.

Hit Points & Dying

Stabilization

If a companion tends to an unconscious character for one full round (no other actions), roll 1d20:

Magical healing immediately stabilizes and revives a character, even if he is below 0 HP, restoring him to consciousness as normal.

Stabilization Frequency

The Two Kinds of Death

The consequences of death in the Dreamlands vary, depending on the origin of the character.

Earthborn Characters

The bodies of most Earthborn characters lie elsewhere, dreaming. Some (see Gateborn, below) follow slightly different rules.

A Note on Gateborn

Some rare Earthborn pass bodily into the Dreamlands, whether by hidden gate, forgotten ritual, or mischance. Though such Gateborn (sometimes called Crossers) hail from the Waking World, they require slightly different rules.

  • Flesh and Soul Together: A Gateborn is present in the Dreamlands with his waking body. He eats, sleeps, bleeds, and ages there just as the Dreamborn do.

  • Death: If slain, he dies as a Dreamborn — no awakening in the Waking World. His only hope lies in rare sorceries, reincarnation, or bargains in the Vale of Pnath (see Gazetteer, pXX).

  • Benefit – Whole Being: Gateborn cannot suffer dream-scars, since their bodies are fully present rather than dream-projections.

  • Drawback – True Death: Because their deaths are final, they are far more fragile than projecting Earthborn. A single fatal encounter may end them forever.

  • Return to Earth: A Gateborn may find his way back to the Waking World, though such returns are rare and often transformative. The referee may impose subtle changes (strange marks, new hungers, altered senses) to mark the passage.

Dreamborn Characters

Those native to the Dreamlands are flesh and blood of that place. Their deaths in the Dreamlands are usually final.

Dream-Scar Table (d12)

  1. Bleeding Dream: Whenever reduced below 0 HP in the Dreamlands, make a saving throw versus death. On a failure, your waking self suffers a heart attack and dies.

  2. Broken Shadow: Your shadow moves a half-second out of step with you. –1 to Dexterity-based checks and initiative rolls in the Dreamlands.

  3. Echoing Soul: Sounds near you carry a faint, eerie echo. –1 to ability checks related to Perception or Stealth.

  4. Flickering Form: Your dream-self sometimes wavers. Once per session, in stressful situations (referee's discretion), you vanish for 1d6 rounds, returning dazed and confused (–2 on all rolls that round).

  5. Glass Bones: You have one less hit die than your level would allow (minimum one).

  6. Haunted Mind: Nightmares claw at your thoughts. –1 Wisdom.

  7. Lost Compass: Whenever you return to the Dreamlands, roll 1d6. On a 1, you appear at a random location (referee's choice) instead of where you intended.

  8. Mark of Fear: The Hounds of Tindalos, nightgaunts, or other predatory dream-beings (see Bestiary, pXX) take a particular interest in you. They do not automatically attack, but they always notice your presence.

  9. Shattered Memory: You forget one important person, place, or event (referee's choice).

  10. The Taste of Dust: Dream-food and drink never satisfy you. You gain no benefit from feasting in dream-palaces (see Revelry, pXX) and must rely on mundane rest to recover.

  11. Unwelcome Guest: Upon your return, something small and alien cling to you (tiny parasite, sliver of strange metal, a scrap of nightmare, etc.). It causes –1 Strength or Constitution (player's choice) until it can be removed.

  12. Whispers of Fear: When in the Dreamlands, you always hear faint, disturbing voices. You suffer –1 saving throws against fear or charm spells and effects.




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